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New Participant
March 13, 2020

What texture format is best

Hi everyone, i'm new to Unity VR development so please be kind.
I'm doing this huge project where i have a massive amount of pieces of geometry, all with quite a lot of textures coming from substance painter.
In order to get the entire scene to load i'm searching for the optimal way to handle the amount of textures.
So streaming mipmaps is clearly the way to go, and i'm overriding for android but this is where i have doubts.
I read online on several places that ASTC should be the best choice for the Quest, but i also read that for Android ETC2 is a good option.
Where can i find more information so i can make the best choice? The applicatoin is build specifically for the Quest and does not need to run on any other device. 
If i go for the ASTC route, what blocksize is best. 
Normally i would trial and error this and see where i end up but there are already so many textures in my scene that converting each and every one of them takes ages, so i prefer to only do it as little as needed.

Hopefully some of you can point me in the right direction.
Anyway, thanks in advance and thanks for taking the time to read my question.

Cheers,
Rudi

2 replies

Inspiring
March 13, 2020
ASTC 6x6 is a good starting point usually
New Participant
March 13, 2020
Thank you MikeF, i will try that. Do you happen to know a resource online where i can read up on what to choose in case it doesn't work as expected?